varying vec2 texCoord;
varying vec3 position;
varying vec3 normal;

void main()
{
  gl_FrontColor = gl_Color;
  gl_Position = gl_Vertex;
  gl_Position = ftransform();

  position = vec3(gl_ModelViewMatrix * gl_Vertex);
  normal = normalize(gl_NormalMatrix * gl_Normal);
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    
  gl_TexCoord[0] = gl_MultiTexCoord0;
  texCoord = gl_MultiTexCoord0.st;
}
